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    Storing a part of the hierarchy

    Cinema 4D SDK
    r20 c++
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    • ferdinandF
      ferdinand
      last edited by ferdinand

      Hi,

      One thing I forgot, which I already wanted to mention in your other threads, as it is a common technique to deal with similar problems in c4d. Are you aware that you can hide a GeListNode from the users view (so they won't show up in the Object Manager, the Material Manager, etc.) with their NBIT flags? This would be an easy way to store whatever you want to store. You won't believe all the hidden stuff that is floating around in your documents πŸ˜‰

      For details check GeListNode.ChangeNBit().

      Cheers
      zipit

      MAXON SDK Specialist
      developers.maxon.net

      P 1 Reply Last reply Reply Quote 0
      • P
        pim @ferdinand
        last edited by pim

        @zipit, I got the code from another thread: https://developers.maxon.net/forum/topic/11802/writing-data-to-the-c4d-file/19
        And if you change

        subBc[2000] = "world!"
        

        to

        subBc[2000] = op
        

        it also works!

        I tried

        subBc.SetLink(2000, newDoc)
        

        and indeed it does not work. It returns a None on reading back the subcontainer after storing the file.

        ferdinandF 1 Reply Last reply Reply Quote 0
        • P
          pim @ferdinand
          last edited by

          @zipit, yes I know that functionality (and use it often).
          However, although it is hidden it still consumes cpu power.
          We like to minimalize cpu power by converting a node using csto, hide the node and disabling generators and deformers in the node.

          1 Reply Last reply Reply Quote 0
          • ferdinandF
            ferdinand @pim
            last edited by ferdinand

            Hi,

            subBc[2000] = "world!"
            

            to

            subBc[2000] = op
            

            That is expected as op is also an C4DAtom.

            it also works!

            I tried

            subBc.SetLink(2000, newDoc)
            

            and indeed it does not work. It returns a None on reading back the subcontainer after storing the file.

            The method SetLink() does not have a (boolean) return type. So this is to be expected too. I am not quite sure if you got my point, so here is a modified version of your first script - which you assume to be "working" as it printed back your document. I did modify it in such a way, that it does not work any more - I am really good at this specific task ;). I hope the code and the comments make more clear what I am trying to convey: That you are not storing your document, but a link to it.

            import c4d
            
            PLUGIN_ID = 1234567
            MyUniqueId = 456789
            
            def main():
                #retrieves the document baseContainer
                docBC = doc.GetDataInstance()
            
                sel = doc.GetSelection()    # !!! only select the parent, not the children
                newDoc = c4d.documents.IsolateObjects(doc, sel)
            
                #create a sub-BaseContainer
                subBc = c4d.BaseContainer()
                subBc[1000] = "hello"
                subBc[2000] = newDoc
                
                # Get the type of the ID we set
                print "ID 2000 is a link", subBc.GetType(2000) == c4d.DA_ALIASLINK
                
                # do the same thing in green. That SetLink() returns None
                # is expected as it has no return value (which is implictly
                # None in Python)
                subBc.SetLink(2000, newDoc)
                
                print "ID 2000 is a link", subBc.GetType(2000) == c4d.DA_ALIASLINK
            
                # Add the container to the "main" Container
                docBC.SetContainer(MyUniqueId, subBc)
            
                # Updates the document container
                doc.SetData(docBC)
            
                # Print the values stored in our container.
                for cid, value in doc.GetDataInstance().GetContainer(MyUniqueId):
                    print cid, value
                    
                print "\nDeleting newDoc...\n"
                # This part is a bit dodgy since Pythons garbage collector cannot
                # be trusted. But what I am trying to show is that you stored
                # a reference, not an object. For me it works here, but in some cases
                # an object can linger even after marking it for garbage collection.
                newDoc.Flush()
                del(newDoc)
                
                # Print the values stored in our container.
                for cid, value in doc.GetDataInstance().GetContainer(MyUniqueId):
                    print cid, value
            
            
            if __name__=='__main__':
               main()
            

            this should print out something like:

            ID 2000 is a link True
            ID 2000 is a link True
            1000 hello
            2000 <c4d.documents.BaseDocument object called '' with ID 110059 at 0x00000135BC7F9030>
            
            Deleting newDoc...
            
            1000 hello
            2000 None
            >>> 
            

            Cheers
            zipit

            MAXON SDK Specialist
            developers.maxon.net

            1 Reply Last reply Reply Quote 1
            • P
              pim
              last edited by

              Thanks for the explanation.

              Two questions:

              1. the line <c4d.documents.BaseDocument object called '' with ID 110059 at 0x00000135BC7F9030> always show a strange name ''? Why is it not showing the name of the document?

              2. Back to the main questions, what to do, to store the node in scene file.

              ferdinandF 1 Reply Last reply Reply Quote 0
              • ManuelM
                Manuel
                last edited by Manuel

                hello,

                1 - what kind of strange name ?

                2 -

                you can store the data itself in the tag and than with the function read and write store them in the Scenefine
                I'm using a file on the disk on this example but that should work with the HyperFile link provide by the read and write functions.

                Be aware that HyperFile.WriteMemory is storing byte sequences that will be platform dependent.

                import c4d
                from c4d import gui
                # Welcome to the world of Python
                import os
                
                
                # Main function
                def main():
                    
                    path =  c4d.storage.LoadDialog(c4d.FILESELECTTYPE_SCENES, flags=c4d.FILESELECT_DIRECTORY)
                    path = os.path.join(path, "prout.txt")
                    
                    # using a MemoryFileStructure to store a document
                    mfs = c4d.storage.MemoryFileStruct()
                    mfs.SetMemoryWriteMode()
                    
                    newdoc = c4d.documents.IsolateObjects(doc , [op])
                    # Save the document to the MemoryFileStructure
                    c4d.documents.SaveDocument(newdoc, mfs, c4d.SAVEDOCUMENTFLAGS_NONE, c4d.FORMAT_C4DEXPORT)
                    
                    #Retrieve the data and store it somewhere, could be self.myData
                    myData = mfs.GetData()
                    
                   
                   
                    #Save the data to a hyperfile
                    myFile = c4d.storage.HyperFile()
                    if not myFile.Open(0, path, c4d.FILEOPEN_WRITE, c4d.FILEDIALOG_NONE):
                        raise RuntimeError("Failed to open the HyperFile in write mode.")
                    
                    # Store the size
                    myFile.WriteInt32(myData[1])
                    # Store the data itself
                    if myFile.WriteMemory(myData[0]) is False:
                        raise ValueError("can't write the file")
                    myFile.Close()
                
                    
                    # Read the data from the HF
                    if not myFile.Open(0, path, c4d.FILEOPEN_READ, c4d.FILEDIALOG_NONE):
                        raise RuntimeError("Failed to open the HyperFile in read mode.")
                    
                    size = myFile.ReadInt32()
                    data = myFile.ReadMemory()
                    myFile.Close()
                    
                    #Set the MFS
                    mfs2 = c4d.storage.MemoryFileStruct()
                    mfs2.SetMemoryReadMode(data,size)
                    
                     
                    c4d.documents.MergeDocument(doc, mfs2, c4d.SCENEFILTER_OBJECTS)
                    c4d.EventAdd()
                
                # Execute main()
                if __name__=='__main__':
                    main()
                

                Once again, be aware of where you are modifying the scene (on main thread and not elsewhere)

                by the way, are you going to use c++ or python at the end ? (just for the tags of this thread)

                Cheers,
                Manuel

                MAXON SDK Specialist

                MAXON Registered Developer

                1 Reply Last reply Reply Quote 1
                • P
                  pim
                  last edited by

                  Great, thank you very much.
                  I am beginning to see the light.

                  And yes, my fault, apparently I indicated it as c++, but I am doing it in Python.

                  About your warning.
                  My plan was to do it all in a tag plugin.
                  There I can have the interface, do the isolate and the read/write in a hf.
                  Or is it better to do it in a Object plugin?

                  9f1b1f56-1bff-4864-ba56-8cf0c4036897-image.png

                  ferdinandF 1 Reply Last reply Reply Quote 0
                  • ferdinandF
                    ferdinand @pim
                    last edited by

                    Hi,

                    @pim said in Storing a part of the hierarchy:

                    1. the line <c4d.documents.BaseDocument object called '' with ID 110059 at 0x00000135BC7F9030> always show a strange name ''? Why is it not showing the name of the document?

                    Not quite sure what you do mean by that:

                    1. The fact that the it prints the empty string for the document name is probably because you run the script on a unsaved document. This whole untitled_x.c4d stuff you see in c4d app is all smoke and daggers. An unsaved document will return the empty string for GetName().
                    2. If you mean how objects are printed out, this is because of the way it is convention to implement __repr__() for an object. I found that obsession with memory addresses also always quite bizarre, but, hey, everyone is doing it πŸ˜‰

                    Cheers
                    zipit

                    MAXON SDK Specialist
                    developers.maxon.net

                    1 Reply Last reply Reply Quote 0
                    • ferdinandF
                      ferdinand @pim
                      last edited by ferdinand

                      @pim said in Storing a part of the hierarchy:

                      My plan was to do it all in a tag plugin.
                      There I can have the interface, do the isolate and the read/write in a hf.
                      Or is it better to do it in a Object plugin?

                      Hi, it does not really matter what kind of NodeData you use, what @m_magalhaes meant, was that you should be careful with the threaded context of methods like Execute() in TagData or GetVirtualObjects() in ObjectData. When you execute your code from a method that is executed from the main thread, you are fine (e.g. NodeData.Message()). You can always check there with c4d.threading.GeIsMainThread() if you are in the main thread to be extra sure.

                      Cheers
                      zipit

                      MAXON SDK Specialist
                      developers.maxon.net

                      1 Reply Last reply Reply Quote 0
                      • ManuelM
                        Manuel
                        last edited by Manuel

                        An ObjectData (generator) would be a bit better for that. But you are exploring possibilities, that's also the way to find new solutions / workflow.

                        About my warning it's just a reminder. You will have so sent message probably and use a MessageData to react to that message in order to do some action in the main thread.

                        Cheers,
                        Manuel

                        MAXON SDK Specialist

                        MAXON Registered Developer

                        1 Reply Last reply Reply Quote 0
                        • P
                          pim
                          last edited by

                          Thanks for all the support.
                          I will use all the knowledge gained and start testing.
                          I am sure, I will be back with more questions.

                          -Pim

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